Binary Land (NES)/ROM map: Difference between revisions

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(Created page with "{{rommap|game=Binary Land}} ==Graphics Data== From Googie's document: <pre>Title Screen data - offset 00000350 and offset 00004350 Level Palette data - offset 000002a0 and ...")
 
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0x80: end of song
0x80: end of song


0x81: hold note
0x81: rest (silence)


0x82: jump to offset 006F65 (beginning of main theme notes)
0x82: jump to offset 006F65 (beginning of main theme notes)


0x83: bypass
0x83: bypass

Revision as of 07:30, 28 January 2014

Chip tiny.png The following article is a ROM map for Binary Land (NES).

Graphics Data

From Googie's document:

Title Screen data - offset 00000350 and offset 00004350

Level Palette data - offset 000002a0 and offset 000042a0 

Music Data

Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.

  • 006F3E- Beginning of note data for introduction to main theme
  • 006F65 - Beginning of main theme notes
  • 007088 - Beginning of death notes
  • 00707F - Beginning of winning notes
  • 007166 - Beginning of game over notes

Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:

0x80: end of song

0x81: rest (silence)

0x82: jump to offset 006F65 (beginning of main theme notes)

0x83: bypass